
Thanks to Beef Gravy Studios for checking out Arena of Suffering and for the review. Fun folks! :)
https://www.youtube.com/watch?v=_iWtZFzC1DM&t=1291s
https://store.steampowered.com/app/3943210/Arena_of_Suffering/

We have added the Revised Edition Ruleset!
This new ruleset features adjusted prices and activation die rolls for certain Establishment Cards from the original MACHI KORO to make the game more accessible and enjoyable.
You can now select and play using either the Original Rules or the Revised Rules via the "Set rules" menu.
Establishment Adjustments in the Revised Edition:
Price Changes:
Family Restaurant: 💰3 → 2
Stadium: 💰6 → 4
Die Roll and Price Changes:
TV Station: 🎲6 → 7, 💰7 → 5
Business Center: 🎲6 → 5, 💰8 → 6
(Note: The MACHI KORO (Revised Edition) tabletop game has only been released in Japan.)

"Set rules" Options:

Revised Edition set to "OFF"
This setting uses the Original Rules.
The prices and die rolls for the establishments listed above remain unchanged.

Revised Edition set to "ON (No Promos)"
This setting uses the Revised Rules without the promotional card, "The Museum."

Revised Edition set to "ON (With Promos)"
This setting uses the Revised Rules including the promotional card, "The Museum."
Hello hello!
This is our first Steam post and our first dev diary. I’ll try to keep these coming regularly and give you insight into what we’re working on. I’ll keep the tone casual so anyone can read it without falling asleep. Alright, here goes nothing.
As you probably know by now, Lootlands is an idle ARPG. Making an idle game out of a genre that literally has the word action in it is a strange challenge, but the more I thought about it, the more sense it made.
Like a lot of people, my ARPG journey started with Diablo. I am also a big Path of Exile fan. I discovered PoE during a hectic period of life and have been busy ever since, so my playtime sits at just above 600 hours. Every season I pushed to reach that moment when my build could one-shot things, or at least idle through some league mechanics. That contrast between the exhausting grind and the sweet idling moment sparked a tiny idea in my head.
What if we skip to the idle part? What if busy people can enjoy the loot, builds, and powerful moments without the constant active grind? That idea became Lootlands.
I started the project by making the character stand still while skills auto-cast and enemies spawn from the sides. It was intentionally simple. Add an inventory and loot and suddenly the screen looked like a coin tornado.
After a quick break I came back to find the ground flooded with items. I could have simply cut drop rates, but that would make active play boring for people who want to mess with the game. So I implemented a ground loot limit: only a set amount of items and coins can exist on the ground at once. You can upgrade that limit through perks later on.
I also added a tiny cooldown reduction every time you click. It gives players something to do in harder zones while still keeping the idle core. Click spam feels satisfying and actually helps your build push through a tough wave.
Now that we have items, we need to make them interesting. In many ARPGs, that's where the affixes come in.
Designing an affix system is easy to get lost in. We wanted something deep and surprising, but also readable and fun. Path of Exile is an inspiration, but PoE’s systems are massive and intimidating. We kept the good parts and trimmed the fat.
Here’s what we did:
• Keep complexity in the backend, not on the surface. Items can have layered affixes, but the UI shows the meaningful ones first.
• Rarity controls affix count. Higher rarity means more affixes and more potential for weird combos.
• Affix tiers scale with item level. That gives a satisfying progression as you find higher level loot.
• Implicits are lean. Important, always-on stats like evasion or armor are handled as implicits on base items so players understand what an item fundamentally does.
• Procedural flavor text and simple icons make each item feel unique without forcing you to read a wall of numbers.
We had to cut corners in some places to keep the game approachable. No insane micro-affixes that only mathematicians can parse. Instead the system is tuned for cool emergent builds you can iterate on without needing a spreadsheet. That said, there are still rare, spicy rolls that make you want to jump up and yell.
Professions are our way of giving players meaningful activity between checks. Mining, herb gathering, and similar mini-systems pop up as small distractions while your character fights. They are not busywork. They are bite-sized progression loops that feed into crafting, perks, and gear upgrades.
• Random nodes spawn while you idle. Click to harvest and get materials.
• Level the profession to unlock perks, like increased node spawn chance or better material yields.
• Materials feed into crafting and short-term upgrades, letting you improve your build without needing perfect drops.
• Professions create decisions: do you save materials for a big craft, or spend them on immediate upgrades to push one more floor?
I stole some inspiration from older MMO life skills, because it works and it adds another layer to the idle loop. It keeps things interesting while still respecting the core idle design.

The visuals took a lot of iteration. I wanted a semi-realistic look that still feels stylized and readable at low FPS animation speeds. Think pre-rendered Diablo 2 vibes, but updated and a bit sharper.
• Low frame animations to get that slightly jerky, old-school charm.
• Models are semi-real and textured but optimized for performance.
• UI is still a work in progress. I am aiming for clarity and a little bit of attitude. Big, readable numbers, clear rarity indicators, and a quick inspect turntable for items so the loot moment looks and feels good.
• Lighting and particle effects are used sparingly to highlight important moments, like rare drops or boss entrances.
The goal is a look that feels familiar to ARPG fans yet distinct enough to stand on its own.

Lootlands grew from a little experiment into something that feels like it can be both deep and chill. There is a lot to polish, especially in the UI and affix clarity, but the core loop is working and it is fun to tune.
If you have thoughts, weird ideas, or just want to tell me I am insane, drop a comment. I read everything.
Join the discussion on Discord -> https://discord.gg/Y4jYx36Qs4
We dropped our demo!
October marked a big milestone for us at Esports Team Manager, we released our first demo as part of Steam Next Fest! It was so exciting for us to see you all playing the game and it was a great learning experience for us too. It’s amazing to see the game out in the world and you guys having a great time playing it! Your feedback has been so valuable, we really appreciate everyone who took the time to fill in our survey and to share their thoughts in our discord server or on socials.
Next Steps
So what’s next post-demo? We’re currently working on implementing your feedback into the game and tackling any bugs that may have popped up during the demo. As a management sim, it’s really important to have the saving and loading features on lock so we can preserve your saves, stories and season. A major aspect we received a lot of feedback on is the in-game matches, this is something we’ll be fine-tuning so that the outcome of matches will be clearer overall. We also want to make it easier to see how your chosen team is doing on the whole. One extra feature we’ve been wanting to add into the game is ‘Mastery’. Mastery will influence which champs certain players are better or worse at, which will affect in-game outcomes and your drafting methods. From now until December, we’re full steam ahead in heavy development to perfect the game for release!
Release
Our release date is set for December 8th, which will coincide with Steam’s Sports Fest running from 8th December to 15th December, and also Steam’s winter sale! So you’ll be able to pick up Esports Team Manager on sale all throughout December! We’ll be sharing more information on pricing later on closer to release, not long to wait now!
That’s about all we’ve got for you this month - short but sweet! Thank you again for your continued support, wishlisting the game, playing the demo and providing feedback - it means a lot to us! :)
Hotfix release that fixes some game hang issues, particularly when using Road pings, issues with cloud game Host Controls, event text not always displaying correctly in some languages, changing terrain height in the game editor, tile visibility issues when in an alliance and borders not updating for Observers
Golden Chambers is now officially a part of Golden Light Megafranchise
Loading screens are replaced with interactive story scenes
Working on tactical strategy combat gameplay levels
New Sawmill story level/room/chamber
Main character's inner thoughts will now bombard your ui
Medium difficulty now has damage scaled up
send kisses please
New Content:
- Added a hacking mini-game for detectors.
Improvements:
- Updated the main menu.
Fixes:
- Fixed several AI-related bugs.
Thank you for your support!